The Witcher 2 does a bunch of right things
I love skill trees, even when some of the skills you NEED to take aren't really interesting, W2 has four skill trees (one you need to invest in until you're level 7) and then three main trees, swordsmanship, magic and alchemy. Most of the upgrades are passive bonuses to your existing stats and spells and some of them are stronger attacks or basic mechanics (such as being able to parry in all directions) that you need to spend some points on. Even more interesting are the mutagens that you can allow to certain skills, granting you passive bonuses to whatever they boost (increasing spell range, maximum hit points, etc.) so you have skills and items to upgrade your character in a passive way. That being said, the mutagens are dropped randomly and can be used as crafting materials, so you might want to hang on to some of them.
This is neat, that said if it was me, I wouldn't have so many 'required' passive abilities. |
Everything you need to know and more! |
The interface and loot system is kinda bad
Not being able to switch between your different interfaces while you're in them is a pain, you have to quit out of the inventory to open the character sheet and all. The inventory is cluttered with a huge amount of sub-categories for your items, traps, bombs, throwing weapons, armor, junk, quest items, recipes, crafting materials, enhancement items, the list goes on. You also find items in every container, felt, thread, cloth, ores, dusts. All of this can be used for something, but you're not sure what, and picking everything is what people do so this is no exception. You also find money and equipment sometimes (but you start with some neat epic armor that will be good for a chunk of the first chapters) and the amount of flowers and mushrooms and herbs you can pick to craft potions is also pretty large, they're everywhere.
So you can extract components from random loot items, okay |
Why even have the crafting diagrams be items? You learn them, you don't need them anymore, done. |
Quick menus are supposed to be shortcuts. |
The whole meditation aspect is really neat setting-wise but on a matter of gameplay, I'm not a fan of it. I think it would be more fun if you could coal your weapon with poisons on the fly, it would be more fun if you could quaff potions whenever you need to (and maybe some potions should have more instantaneous effects instead of slowly regenerating your health but that's another story entirely). The inventory should be easier to navigate, some items could be in the same category and they should've calmed down with the crafting/alchemy/loot system.
No need to be able to get a thousand different items (some enemies will drop their fangs, claws, hides, brains, blood, etc.) that you can break down to alchemical components or sell when it's unclear if you're going to use them. They should've lessened the number of components and added more junk loot (only usable to get money) and the components could've broke down automatically (or maybe after a trip to some store, but that adds some hassle). So if you loot a monster that dropped its legs, beak and wings, maybe the wings are worth some money and nothing else, maybe the legs and beak break down into whatever alchemical components they're usually going to be. You'd then carry 'components' instead of 'a billion of different items with no apparent value'. That would streamline this and make it easier to understand.
Quests?
I'm always overwhelmed by the quest systems in this kind of game but I really like how flavor text for the quest (or directions) get updated as you progress through them. They should've gone a bit further with some of it tho, I was doing a very simple quest to destroy monster nests and nowhere did it tell me that I actually needed a specific kind of bomb to do it. My character refused to do anything to the nests before I read online what I needed to do.
A nonspecific map is no better than no map at all. |
I haven't got far, I'll admit. |
Be more straightforward with the quests explanations, don't just shrug off and say "I have to destroy these nests" if bombs are the missing element. Show general directions of things to do if you don't want to pinpoint them exactly for the player because while exploration is fun, it should grow naturally out of player choice, not because you need to find one spider egg and have no clue of where it could be.
This game is interesting, but too difficult for me
Even on easy, I couldn't defeat some ghosts without dying and losing a bunch of progress. Frustrations related to being unable to heal at all during that fight and uncertainty as to why I was overwhelmed such by these opponents made me not want to play this anymore. It got charm and content for hours, I'm sure, but being terrible at the hack-and-slash-dodge made progress really difficult.
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